Street Fighter 6/Cammy/Matchups: Difference between revisions

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| icon        =Zangief
| icon        =Zangief
| favorability =
| favorability =
| data        = In a general sense, '''you do not want to overcommit to fighting Zangief up close.''' Spend a lot of time walking back and forth poking him where you can, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer, but not too close. If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly, it can be punished on block and you can get a knockdown from it.
| data        = In a general sense, '''you do not want to overcommit to fighting Zangief up close.''' Spend a lot of time walking back and forth poking him where you can, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer, but not too close. If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly, it can be punished on block with the likes of 2MP, 2HP, or 5HP, and you can get a knockdown from whatever combo that follows.


If Zangief begins to jump at you to get in, use Cannon Spike or air-to-air normals to knock him out of the air; Cannon Spike also works as an answer to Knee Hammer (6MK) if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Spinning Piledriver input for when they land. Be especially wary against Zangiefs that seem to jump or otherwise move more aggressively when he has 3 super meter bars, because it's likely that they're fishing for his Lv. 3 Super Art. The only way to avoid it is to be out of range or otherwise not throwable '''before''' the super animation starts up, or you're caught, which means that at those times you should be even more proactive in avoiding a close-range fight with him.  
If Zangief begins to jump at you to get in, use Cannon Spike or air-to-air normals to knock him out of the air; Cannon Spike also works as an answer to Knee Hammer (6MK) if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Spinning Piledriver input when they land from it. Be especially wary against Zangiefs that seem to jump or otherwise move more aggressively when he has 3 super meter bars, because it's likely that they're fishing for his Lv. 3 Super Art or Critical Art. The only way to avoid it is to be out of range or otherwise not throwable '''before''' the super animation starts up, or you're caught, which means that at those times you should be even more proactive in avoiding a close-range fight with him.  
}}
}}



Revision as of 16:50, 23 July 2023


Click the character's portrait to open their Wiki page.

Blanka
SF6 Blanka Icon.png Cammy vs. Blanka
No Data
Cammy
SF6 Cammy Icon.png Cammy vs. Cammy
No Data
Chun-Li
SF6 Chun-Li Icon.png Cammy vs. Chun-Li
No Data
Dee Jay
SF6 DeeJay Icon.png Cammy vs. DeeJay
No Data
Dhalsim
SF6 Dhalsim Icon.png Cammy vs. Dhalsim
No Data
E.Honda
SF6 Ehonda Icon.png Cammy vs. E.Honda
No Data
Guile
SF6 Guile Icon.png Cammy vs. Guile
No Data
Jamie
SF6 Jamie Icon.png Cammy vs. Jamie
No Data
JP
SF6 JP Icon.png Cammy vs. JP
No Data
Juri
SF6 Juri Icon.png Cammy vs. Juri
No Data
Ken
SF6 Ken Icon.png Cammy vs. Ken
No Data
Kimberly
SF6 Kimberly Icon.png Cammy vs. Kimberly
No Data
Lily
SF6 Lily Icon.png Cammy vs. Lily
No Data
Luke
SF6 Luke Icon.png Cammy vs. Luke
No Data
Manon
SF6 Manon Icon.png Cammy vs. Manon
No Data
Marisa
SF6 Marisa Icon.png Cammy vs. Marisa
No Data
Ryu
SF6 Ryu Icon.png Cammy vs. Ryu
No Data
Zangief
SF6 Zangief Icon.png Cammy vs. Zangief

In a general sense, you do not want to overcommit to fighting Zangief up close. Spend a lot of time walking back and forth poking him where you can, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer, but not too close. If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly, it can be punished on block with the likes of 2MP, 2HP, or 5HP, and you can get a knockdown from whatever combo that follows.

If Zangief begins to jump at you to get in, use Cannon Spike or air-to-air normals to knock him out of the air; Cannon Spike also works as an answer to Knee Hammer (6MK) if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Spinning Piledriver input when they land from it. Be especially wary against Zangiefs that seem to jump or otherwise move more aggressively when he has 3 super meter bars, because it's likely that they're fishing for his Lv. 3 Super Art or Critical Art. The only way to avoid it is to be out of range or otherwise not throwable before the super animation starts up, or you're caught, which means that at those times you should be even more proactive in avoiding a close-range fight with him.



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